Human face-trials,tutorial..challenge?!
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Hi guys! I found a nice tutorial and i want to follow it in sketchup.
[flash=700,418:203usea1]http://www.youtube.com/v/ac4qV2uIF3Q?fs=1&hl=en_US&color1=0x5d1719&color2=0xcd311b[/flash:203usea1]And this is what i got so far. (pretty challenging )
If anyone wanna give it a try,it will be nice .
Take care!
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More suited to Blender. Triangles are the enemy of organic modelling. But definitely deserves a go! The video is great
As an extra bit of info here's a neat little tut showing how to make a skull in Blender
http://cg.tutsplus.com/tutorials/blender/sculpt-model-and-texture-a-low-poly-skull-in-blender/
It has some interesting techniques that might get the juices flowing
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Eli, you may want to wait for SDS2 and use the sculpting tools as well as face selected division options where you can divide only the areas you need to sculpt, keeping polys under control. SDS2 can also sculpt in symmetry so making things easier.
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Here is an image of work in progress.
About the only thing in common is the fact that I used a Sketchup UV sphere as a starting point.
This is all in the interest of learning.
Scale? Forget it. All done by eye-- which this model lacks.
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@solo said:
[...]you may want to wait for SDS2 and use the sculpting tools as well as face selected division options where you can divide only the areas you need to sculpt, keeping polys under control. SDS2 can also sculpt in symmetry so making things easier.
Any idea when it will be available ?
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I saw in another thread that it would be available sometime in first quarter of 2011?
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Right now i m in the mood for modeling this(i have no doubt that sds2 will rock on).
It will only be the face and i m not worried for the polycount.Nice one mitcorb, i hope i will be able to give mine a nice feminine face .
Cheers!
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Well, it appears already to have the feminine proportions well established.
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Proxy progress, 1/2 face first:
Join two halves, run SDS2 with 1 iriteration in order to smooth mesh, then select face only and run 1 more irriteration for dividing polys in order to get model ready for sculpting.
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A quick idea of the sculpting progress.
(original .gif removed as it was slow and boring, used a timelapse instead, more happens and faster, however if you wanna see it it's here: http://dl.dropbox.com/u/1129899/sculpting.gif )
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More selective subdivision in order to get more sculpting detail.
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Nice,it will be a very useful tool.
Eyelids ..
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I withdraw my comment on triangles making the human head difficult. That is a masterclass in SketchUp! Well done Eli
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great Topic Ely all threads were talking about architecture, few of the subjects talking about Human
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Eli, great eyelids so far, I will use glasses for now until I get around to playing more...oh the mouth also is missing.
I stole the hair from a previous model I did a few years ago, used FFD to shape to this head.
Cartoon faces are so much quicker and easier.
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Great work Solo. I was watching your progress in the previous posts. The results are starting to look like a self portrait, at least when compared to your avatar image. SDS seems to have all of the elements of Sculpt Tools by -BTM and then some. I notice a red line projecting normal out of the circle of influence, or is that my imagination? Because it appears to lengthen as if reflecting a dynamically changing parameter?
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mitcorb, you are correct, the arrow is intensity and the circle is size of brush very easy to work with as you have TAB buttons to select mode, up and down keys for strength and direction and left and right for sizing the brush. So work-flow is pretty smooth once you get used to the keys. What's also great is that you can select mesh to be subdivided so no need in having whole model tight meshed but the areas you need to add detail and then you can select those areas again and reduce the complexity using the poly reduce tools, there are other tools that I'm still getting to play with and learn, like vertice selection and editing tools.
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Update...
Details to ears, more defined and muscular torso, mouth detail.
I used sculpt, divide and reduce. The thing is one can either overdo or under do so easily, it's actually hard to stop as it never looks finished or right.
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Wonderful and very useful work, but I'm not quite understanding which tools you are using?
I have achieved similar,nowhere near as good, using Tigs extrusion tools, but it required a multitude of beziers and a lot of planning.
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